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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/debugger/editor_debugger_plugin.h
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/**************************************************************************/
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/* editor_debugger_plugin.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "scene/gui/control.h"
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class ScriptEditorDebugger;
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class EditorDebuggerSession : public RefCounted {
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GDCLASS(EditorDebuggerSession, RefCounted);
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private:
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HashSet<Control *> tabs;
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ScriptEditorDebugger *debugger = nullptr;
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void _breaked(bool p_really_did, bool p_can_debug, const String &p_message, bool p_has_stackdump);
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void _started();
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void _stopped();
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void _debugger_gone_away();
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protected:
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static void _bind_methods();
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public:
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void detach_debugger();
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void add_session_tab(Control *p_tab);
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void remove_session_tab(Control *p_tab);
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void send_message(const String &p_message, const Array &p_args = Array());
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void toggle_profiler(const String &p_profiler, bool p_enable, const Array &p_data = Array());
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bool is_breaked();
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bool is_debuggable();
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bool is_active();
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void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
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EditorDebuggerSession(ScriptEditorDebugger *p_debugger);
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~EditorDebuggerSession();
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};
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class EditorDebuggerPlugin : public RefCounted {
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GDCLASS(EditorDebuggerPlugin, RefCounted);
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private:
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List<Ref<EditorDebuggerSession>> sessions;
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protected:
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static void _bind_methods();
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public:
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void create_session(ScriptEditorDebugger *p_debugger);
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void clear();
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virtual void setup_session(int p_idx);
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virtual bool capture(const String &p_message, const Array &p_data, int p_session);
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virtual bool has_capture(const String &p_capture) const;
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Ref<EditorDebuggerSession> get_session(int p_session_id);
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Array get_sessions();
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GDVIRTUAL3R(bool, _capture, const String &, const Array &, int);
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GDVIRTUAL1RC(bool, _has_capture, const String &);
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GDVIRTUAL1(_setup_session, int);
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virtual void goto_script_line(const Ref<Script> &p_script, int p_line);
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virtual void breakpoints_cleared_in_tree();
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virtual void breakpoint_set_in_tree(const Ref<Script> &p_script, int p_line, bool p_enabled);
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GDVIRTUAL2(_goto_script_line, const Ref<Script> &, int);
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GDVIRTUAL0(_breakpoints_cleared_in_tree);
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GDVIRTUAL3(_breakpoint_set_in_tree, const Ref<Script> &, int, bool);
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EditorDebuggerPlugin();
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~EditorDebuggerPlugin();
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};
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